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Designing collaborative musical experiences for broad

audiences
Ben Bengler Nick Bryan-Kinns
Interactional Sound and Music Interactional Sound and Music
Centre for Digital Music Centre for Digital Music
School of Electronic Engineering and Computer School of Electronic Engineering and Computer
Science Science
Queen Mary University of London Queen Mary University of London
Mile End Road, London E1 4NS, UK Mile End Road, London E1 4NS, UK
benedikt.bengler@eecs.qmul.ac.uk nickbk@eecs.qmul.ac.uk

ABSTRACT using interactive technology. In contrast to Western art mu-


This paper reports on the design and audience evaluation sic, where collaboration mainly aims for a particular musical
of a collaborative interactive music system titled Polymet- result according to ‘high art’ aesthetic criteria, we are inter-
ros. Designed for broad audiences, Polymetros aims to en- ested in the creative process of making music as an end in
able users without musical skills to experience collaborative itself. By considering music-making as an enjoyable group
music-making. First, we describe our design approach with activity rather than an expert profession the idea of collab-
reference to related research. A particular interest was to in- orative musical experiences refers to enabling people with-
vestigate how to provide novices with individual musical con- out particular musical training to experience being part of a
trol within a collaborative context. We then present an audi- creative, collaborative musical process. Common attributes
ence evaluation that was conducted during an exhibition at a characterising similar approaches in the existing literature in-
major art museum in the UK attended by large numbers of clude ‘open-ended’ [1] [5], ‘social’ [2] [20] and ‘democratic’
the general public across the age range. The results lead us to [17] [22]. As part of this project, we developed the interac-
evaluate our design approach and reflect on implications for tive music system Polymetros which is designed as an audi-
facilitating collaborative music-making for broad audiences. ence experience for exhibitions, festivals or public workshops
Furthermore, the findings provide interesting indications how while serving as a flexible research tool to investigate and
the context of a public exhibition setting affects the audience evaluate our strategies under such real-word conditions.
interaction with such an interactive multi-player experience.
Since such contexts are generally intended to reach out to a
Author Keywords
wide public, our target audience is characterised by a broad
range of skills, experience, and age. However, particularly
Collaboration, interactive music systems, interaction design,
with regard to musical abilities, it has to be considered that
multi-user interfaces, public creativity, audience experience,
large parts of the audience in a public context cannot be as-
field study
sumed to have honed musical skills gained through formal
ACM Classification Keywords musical training such as learning a musical instrument. In the
H.5.3. Group and Organization Interfaces: Evalua- following paper we refer to this group as musical novices.
tion/methodology; H.5.5. Sound and Music Computing: Sys- Therefore, a particular interest was to investigate how to pro-
tems vide novices with opportunities to experience and maintain
control over their musical activities and how these contribute
General Terms to the collaboratively created music. This approach was based
Human Factors; Design on our research claim, informed by relevant literature, that
feeling part of a collaborative musical process is closely re-
INTRODUCTION lated to the sense of control each participant has over their
This paper discusses results from an ongoing research project particular contribution. Moreover, we consider individual
that investigates how to transfer the traditionally exclusive ex- control as an essential pre-condition for active musical col-
perience of musical collaboration to a much broader audience laboration and therefore as an essential design goal for inter-
active systems aiming at facilitating such experiences.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are not The paper will first outline how our general approach and the
made or distributed for profit or commercial advantage and that copies bear particular design of the Polymetros system was informed by
this notice and the full citation on the first page. Copyrights for components
of this work owned by others than ACM must be honored. Abstracting with
related research and then present the results of an audience
credit is permitted. To copy otherwise, or republish, to post on servers or to evaluation conducted at a public exhibition event.
redistribute to lists, requires prior specific permission and/or a fee. Request
permissions from Permissions@acm.org.
C&C’13, June 17 - 20 2013, Sydney, NSW, Australia
Copyright 2013 ACM 978-1-4503-2150-1/13/06...$15.00.

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CONTEXT AND RELATED WORK ules are represented by tangible objects. These include audio
Reflecting on what constitutes the satisfaction of making mu- generators like oscillators or sample players, control modules
sic, Atau Tanaka argues that the musicians’ satisfaction is di- like LFOs (Low frequency oscillator) and sequencer objects
rectly related to the sense of how their actions manifest in the as well as audio effects such as filters or delays. The modules
resulting music. This includes the direct feedback of the in- can be dynamically patched together on the tabletop surface
strument as well as “the identifiability a musician maintains while their particular properties, mutual dependencies and the
in feeling the contribution his part is making in an ensem- overall data flow are visualised via rear projection. In this
ble” [17]. In accordance to the general idea of the ‘sense way, several people can collaboratively build up a modular
of agency’ which refers to the sense of control over one’s interactive musical environment for real time sound synthe-
own actions [7], Tanaka calls these notations ‘sense of mu- sis. Being a highly versatile and powerful environment for
sical agency’ [17]. Considering this concept with regard to experts, we consider it as less appropriate for music making
a scenario involving musical novices clearly illustrates the among novices. Even if suitable to allow a novice to exper-
challenge we face when designing interactive technology that imentally explore electronic sound synthesis, a collaborative
aims at transferring such an experience to a broad audience: creation undertaken by several players simultaneously seems
Unlike an ensemble consisting of musicians who spent years to require a profound understanding of the underlying prin-
of training in order to control and shape their instrument’s ciples and various interdependencies among the available ob-
feedback into a distinctive voice within the ensemble con- jects.
text, collaborative musical experiences can not rely on skills
Unlike Reactable, Weinberg’s collaborative music systems
and practices that need to be developed over a long period
are explicitly designed for novices. Avoiding the use of pre-
of time. Therefore, interactive technology steps in to bridge
recorded audio, the musical output of the Beatbug Network
these technical demands by facilitating possibilities for musi-
[20] is entirely based on material created by the users dur-
cal control and interaction that are achievable for everyone.
ing their playing experience. Each player is provided with
A common strategy is the use of pre-produced musical mate- their own bug-shaped, hand-held interface allowing them to
rial: Instead of enabling the creation of musical content, the enter a short rhythmic pattern which is then sent to an other
system provides high-level control possibilities that allow the player’s bug chosen at random. The receiving player can de-
participants to influence its musical output. Multi-person ap- cide whether to transform it by applying audio effects via
plications that have explored such an approach include Rob- the bug’s bend-sensor antennae and pass the modified version
son’s Sound Toys [15], the Jam-O-Drum system [3] or MIT on or keep the received pattern playing as is and contribute
Media Lab’s Musical Navigatrics [13]. Even though these their own pattern. In a turn-based manner, all group members
systems differ significantly in terms of appearance and used are able to contribute their own phrase while maintaining the
sensor technology, they share the same basic principle: Each transformations they like. Similar to Weinberg’s Squeezables
participant’s interaction is mapped to a high-level parameter [21], the Beatbug Network is also based on the concept of in-
such as volume or timbre allowing them to modify a partic- terconnected musical networks (IMNs) that allow players “to
ular element of a pre-composed sound set. A common cri- influence, share, and shape each others’ music in real-time”
tique of such an approach is that the user’s possibilities to [20]. Due to the complexity of the interactions, both systems
have an impact on the musical outcome are often strongly re- were mainly suited for structured performances that follow
stricted in favour of an intended, predetermined output. Sergi a pre-composed score being rehearsed in a series of guided
Jordà argues that by “seeking to guarantee a complex or pre- workshops rather than open-ended audience experiences in a
defined musical output, many of these [sound interactives] public context [19]. But Weinberg’s network-based approach
do not give to their interactors more than a couple of bits to reveals an interesting perspective on the relevance of a per-
play with” [10]. Also Weinberg criticises the deficiency of sonal contribution in such environments: Informed by his de-
many novice systems for not allowing their players to “truly sign experiences, Weinberg recommends restricting the level
contribute meaningfully and creatively to the composition, of interdependency in order to avoid “uncertainty about the
but rather they are only allowed to manipulate and control individual control of each player” [21]. Therefore, a player
pre-composed material” [19]. Moreover, it is questionable should not be able to modify a peer’s phrase beyond recog-
whether such restricted possibilities of influence are sufficient nition, as its creator might experience a loss of control and
to convey a ‘sense of musical agency’ and the experience of influence on the overall musical result. This can make the
actually making music. players “feel disconnected from the music they created, as
their detailed idiosyncratic contribution might be eliminated”
In accordance with his critique, Jordà directed the devel- [19]. These claims closely correspond to Tanaka’s concept
opment of the collaborative interactive tabletop system Re- of musical agency and highlights the importance of provid-
actable [11], which has became quite well-known over recent ing players with opportunities to create and maintain clearly
years. The design goals were to create a “state-of-the-art in- identifiable contributions within a collaborative musical con-
teractive music instrument” that allows its players total con- text.
trol without being based on pre-produced material or presets.
It should be suitable for skilled electronic musicians in con- POLYMETROS
certs as well as for complete novices in installations without We now come to a description of Polymetros, which is an in-
instructions [11]. The Reactable relies on the metaphor of teractive, table-based music system designed as an audience
a modular synthesiser whereas the different available mod- experience for 3 - 4 participants. Every player is provided

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with their own physical user interface allowing for an indi- musical ‘expert-domain’ to inform the design of an interac-
vidual musical contribution within this collaborative context tive system for a broad audience. In practical terms, we aimed
(Figure 1). to allow for every player to create and control a repetitive mu-
sical phrase which would become their personal contribution
to a constantly evolving, collaborative musical output. Be-
sides editing the actual notes of the motif, they should be able
to dynamically change tempo and time signature, add and re-
move notes/rests or shifting their phrase by a metrical entity
in relation to their co-players’ contributions. Inspired by min-
imalist composing techniques, these interventions allow the
users to continuously deduce new variations and modify their
contributions in a way that results in distinct alterations in the
overall musical output.
However, it is important to note that this inspirational in-
fluence does not inevitably constrain the system’s output to
Minimal Music in the traditional sense. The derived control
strategies provide a wider, versatile range of possibilities in
Figure 1. Polymetros
terms of pattern-based music, for example in the studies re-
ported in this paper we observed participants using Polymet-
ros to create music almost in the style of Dubstep.
Design strategy
In light of findings from our literature review as discussed
in the above section, we aimed to find a design approach
that is neither based on pre-produced musical material nor
on concepts or metaphors originating from a technical back-
ground. Therefore we considered an interaction concept re-
lying on basic musical properties such as note, pitch and
time. While the use of these commonly understood proper-
ties seems promising, it poses the challenge of how to en-
able novices to create their personal musical contribution on
a basic musical level while also allowing for collaboration
in such a way that manages the tension between ‘cacophonic
chaos’ and an oversimplicity caused by highly restricted pos-
sibilities. From assessing and refining this strategy, the idea
emerged to use Minimal Music as an inspirational basis for
the system design.
Referring to a musical style mainly associated with the Amer-
ican composers Steve Reich, Phillip Glass, Terry Riley and Figure 2. A Polymetros instrument
La Monte Young [12], Minimal Music is characterised by the
use of short repetitive musical phrases that are gradual mod-
System description
ified in length, time signature or melodic shape. This leads
to procedural transformations of the resulting music that of- Polymetros is based on a software application written in MAX
ten maintains a stable harmony while the main interest lies which controls a multi-user hardware interface combined
in the perceptible process itself [14]. As described by Phillip with external audio equipment for sound synthesis and au-
Glass, Minimal Music “no longer has a mediative function, dio routing (Figure 3). The user interface is composed of 3-4
individual hardware devices which are connected to a cen-
referring to something outside itself, but it rather embodies
tral hub in a star-like topology. Each participant controls one
itself without any mediation” [12]. This conception of music
without an imposed higher sense being rather an end in itself device which features a grid of illuminated buttons. These
closely relates to the idea of a musical experience as defined devices are referred to as instruments (Figure 2). In order to
earlier. The music qualities are often characterised as ‘hyp- implement the musical possibilities as described previously,
notic’, ‘trance-like’ causing a sense of timelessness. Beside every player can create and edit their musical phrase via a 8
that, Minimal Music implies a ‘democratic’ attitude towards by 8 button matrix where the x direction corresponds to time
players as well as musical material: There are no soloists or in beats and the y direction to pitch according to a chosen mu-
lead instruments as no sound has any greater importance than sical scale. In this case study a natural minor scale was used.
The phrase is continuously played back in a loop while the
another [12].
actual playing position is indicated by a horizontal bar ‘trav-
As these qualities, the musical structure, and the underlying elling’ over the grid. Via the button row on top of the melody
techniques of Minimal Music closely corresponded to our in- grid the user can dynamically change the loop length by defin-
tended scenario, we decided to use specific properties of this ing the active section on the grid. The function buttons on the

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digital art and design, including interactive installations, per-
formances, demonstrations and workshops. Incorporating an
open studio-like atmosphere, most of the exhibiting artists
attended the event in order to demonstrate and discuss their
work with audiences.
Polymetros was installed in a slightly darkened studio space
alongside several other interactive and static artworks that
required dimmed lighting. The system was positioned near
a corner of the room sufficiently far from the walls to be
approachable from all sides. Even though Polymetros was
the only exhibit that incorporated sound within this area, the
overall noise level was rather high due to the event’s open
studio character. On request of the curator the originally in-
tended output volume had to be lowered to ensure that the
sound is not audible in adjacent areas. Two video cameras
Figure 3. Technical overview were installed to record the user interaction from two differ-
ent angles.

right allow the user to shift the active section, change tempo For conducting the case study we were aided by two assis-
and octave register as well as mute the instrument’s output. tants. This allowed the onsite researcher to mainly focus
All functions and states of the interface are indicated by visual on contextual observation while the collaborators conducted
feedback via tri-colour LEDs embedded in the buttons. In ad- and coordinated the other study-related tasks. These involved
dition, the instrument’s cable connection to the hub flashes controlling the data logging system as described in the fol-
up every time a note is triggered on its grid. The sphere- lowing section, handing out the questionnaires and providing
shaped hub serves as the visual centre pulsating red with the some initial guidance on the interface functionality. Due to
beat as the metaphorical ‘heart’ of the system. In the reported the open studio character of the event, the research team was
study the sounds of the instruments were based on different also available to answer specific questions and discuss the ex-
mallet and pitched percussion instruments as these sound rea- hibit with interested audience members.
sonably pleasing over a very wide pitch range. Polymetros is
assembled on a round table with built-in loudspeakers that Methods and Data collection
are hidden under the cloth stretched over the tabletop. These Informed by the pilot study, we applied a mixed-methods ap-
are mounted in such a way that each speaker is directed at proach using questionnaires, interaction logs, field observa-
one particular player serving as their personally assigned au- tions and video analysis taking into account the contextual
dio monitor. Using high-quality miniature speakers with a demands and the complexity of the setting.
directional characteristic, an equal and well-defined listening Questionnaire
situation can be provided for all players.
The questionnaire was designed to capture how participants
CASE STUDY
rate different aspects of their playing experience. It was
handed out by a member of the research team who ap-
Pilot proached visitors just after they finished playing with Poly-
Before the case study presented here, a pilot was conducted metros with the request to fill in a questionnaire. Consider-
at an open studio event at the authors’ university as part of the ing the given context, the questionnaire was designed to be
Digital Shoreditch Festival 2012. During this three-day exhi- completed in a short amount of time (1-3min). Beside gath-
bition the initial version of Polymetros was played by around ering demographic data such as age and gender, it consisted
300 people while being video recorded and attended by one of nine statements the participants were asked to rate on a
of the authors over the entire course of the event. The find- 5 point Likert-type scale (not at all - slightly - moderately
ings significantly informed the practice and methodological - fairly - very much). The questionnaire items are listed in
approach of how to conduct an ‘in-the-wild’ study of such a Table 1. While the first two statements referred to the par-
system within the context of a public exhibition. Beside that, ticipants’ musical skills and their experience with interactive
they led to several improvements of the initial prototype in- technology (S1, S2), the other seven items related to the ac-
cluding system reliability and user interface design as well as tual playing experience (E1-E7). During the two days of the
the implementation of often requested features such as indi- exhibition the questionnaire was filled in by 150 participants
vidual tempo control. (82 female and 68 male) from ages 5 to 66 (M = 24.3, SD =
14.05).
Context and setup
The user study was conducted during the exhibition of Poly- Data logging
metros at the Digital Design Weekend 2012 which took place For recording the user interaction with the interface a data
on September 22nd and 23rd at the Victoria and Albert Mu- logging application has been integrated into the Polymetros
seum (V&A) in London, UK. Being part of the London De- system. Via a remote control device the facilitator was able
sign Festival, this annual event is dedicated to contemporary to activate and stop the data recording according to the time

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S1: I am a musical person. STUDY RESULTS
S2: I am experienced using interactive devices.
(e.g. smart phone, tablet, video gaming)
S1: musicality
E1: I felt part of a creative process.
E2: I felt in control. S2: tech. experience

E3: I felt connected to the other players.


not at all slightly moderately fairly very much
E4: It was challenging.
E5: I liked the music we created. Figure 4. Self-rating of musicality and technical experience (150 partic-
ipants)
E6: My playing was influenced by the playing of the others.
E7: I would recommend playing Polymetros to my friends. The data of the questionnaire are shown in Figure 4 and Fig-
Table 1. Questionnaire statements. ure 5 . Each survey item is represented as an individual box
plot showing median (bold, horizontal line within the box),
a user spent playing on a particular instrument. Each created first and third quartile (edges of the box), extreme values
log contained an ID code indicating the number and instru- (whiskers) and outliners (empty dots) of the corresponding
ment used, the start and end time as well as all edits made dataset. Beside that, the mean value is marked with a dia-
with the interface. During the study the most recent two ID mond symbol.
codes of each instrument were shown on a display clearly vis-
ible for all members of the research team. This allowed the fa-
cilitator handing out the questionnaires to mark collected sur-
veys with the corresponding ID if a log file has been created E1: process
for this particular user. In this way, 63 of the 150 completed
questionnaires could be allocated to their corresponding set E2: control
of interaction data.
E3: connection
Field and video observations
The observations were carried out by one of the authors for E4: challange
several hours on both days of the exhibition. They were
E5: music
mainly conducted from a standing desk located in the corner
of the room which was also used to monitor the system func-
E6: influence
tionality via a nearby computer display. Descriptive notes
were taken referring to specific playing experiences of one or E7: satisfaction
several audience members as well as events and activities of
interest in the surrounding area. Beside participants’ actions,
0 all
not at 1
slightly 2
moderately 3
fairly very 4much
the records included related gestures and behaviours such as
laughing or head-nodding as well as age, gender and the cor-
responding ID code if available. Due to the close proximity Figure 5. Items related to playing experience (150 participants)
to the users, we were able to note down verbal statements
including spontaneous ‘outlouds’ of players, communication
between audience members and comments made towards the
research team. Experience questionnaire
While the self-rating of the participants’ musical abilities is
In order to complement the field notes and examine specific distributed over a wide range (S1), the majority of them con-
aspects in greater detail 5 hours of the recorded video material sidered themselves as experienced users of interactive tech-
were examined and annotated. In contrast to the field obser- nology (S2). Visual inspection of the experience-related
vations, studying the video recordings allowed us a more pre- items shows that most participants evaluated their playing ex-
cise observation of how participants used their instrument’s perience as very positive: Designed to rate their overall satis-
interface and what kind of musical contributions they cre- faction in an indirect way, 102 of 150 respondents stated they
ated. It also enabled us to observe and review activities of would very much recommend playing to their friends (E7). In
interest that unfolded over a longer period of time such as a addition, the majority of participants indicated that they were
person’s transition from an observer to an active player (cf. pleased with musical result (E5) and that they felt part of a
[16]) or details that were difficult to recognise on site due creative process (E1). Beside that, we note a relatively high
to the surrounding audience. Beside that, all relevant verbal rank of the item ‘feeling connected to the other players’ (E3,
data recorded by the camera-mounted microphone were tran- median = fairly).
scribed.
The high rating of the item referring to the players’ feeling
of control (E2) suggests that the chosen design approach is

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generally appropriate for broad audiences. For exploring po-
tential associations between individual survey items we used
the Goodman and Kruskal’s gamma coefficient as a dedicated
measure of associations between ordinal variables with rela-
tively few categories. Due to our specific interest in how the
feeling of being in control is related to other qualities of the
experience we calculated gamma for several combinations.
We found highly significant associations between ‘feeling in
control’ and ‘feeling part of a creative process’ (gamma =
0.56, p < 0.0001), ‘feeling in control’ and ‘recommend play-
ing to friends’ (gamma = 0.50, p < 0.0001) and ‘feeling in
control’ and ‘feeling connected to other players’ (gamma =
0.43, p < 0.0001). These findings indicate that experienc-
ing control is related to other key qualities of the participants’
playing experience such as feeling part of a creative process
or feeling satisfied with the overall interaction. Figure 6. Typical contributions
With the term dwell time we refer to the period of time a par-
ticipant was actively engaged with one of the instruments.
Based on 294 interaction logs, the average dwell time was These seemed to be caused by a lack of understanding of the
3.3 minutes. We used the matched data set of questionnaire loop-based concept of the user interface, as suggested by ob-
data with associated interaction logs as described previously servations of inappropriate input gestures in relation to the
to explore the relationship between the participants’ dwell sequential playback of the instruments grid.
time and their survey responses to the items ‘process’ (E1),
‘control’ (E2), ‘like’ (E5), ‘satisfaction’ (E7). Calculating A key experience for the participants appeared to be the mo-
the Spearman’s rank correlation coefficient for these com- ment of ‘getting-it’ which could be observed when a hint
binations indicated no association between the dwell time given by the facilitator or a co-participant led to the under-
and how the respondents rated such aspects in the experience standing of how their instrument works. Accompanied by the
questionnaire. This finding raised our interest in examining first realisation of what is actually played by their instrument,
what factors were likely to be relevant for the participants’ many participants reacted to this understanding with a facial
dwell time in our specific scenario and we devoted particular expression of excitement or spontaneous outlouds. This could
attention to this issue during the video analysis. be described as a particular kind of “Aha” moment (cf. [6]),
the “This is me!” experience.
Observations A prevalent input strategy was the creation of musical pat-
Over the two day period of the exhibition, Polymetros demon- terns characterised by simple geometric properties. The
strated a strong appeal to the audience: While most of the most common phrases consisted of horizontal and upward or
time all three instruments were in use, the players were usu- downward diagonal lines whereas in most cases all available
ally accompanied by a number of spectators surrounding the notes were used (Figure 6). Resulting in ‘closed musical fig-
system. This situation seemed to establish an area of inter- ures’, this approach was applied by many players providing a
est attracting further passing visitors to take a closer look at clear audio-visual correlation between the representation on
Polymetros whereas the majority stayed to interact with it. A the interface and the musical result. It appeared to us that this
similar social dynamic relating to interactives in public areas preference was related to the fact that for many people such
was reported by Brignull and Rogers referred to as the ‘honey figures were easier to identify in the overall musical outcome
pot effect’ [4]. compared to more ‘sparse’ or complex patterns. Often such
phrases were modified in an incremental manner by changing
In this rather crowded setting people appeared to start learn- just a single event per playback cycle. This strategy suggests
ing how to interact with the system by watching previous
a systematic attempt to create distinct alterations that provide
players: Several audience members were observed perform-
clear feedback affirming of the user’s understanding of the
ing well-directed actions immediately after they took over interface.
one of the instruments, showing a prior understanding of
the interface. Only complementary features such as length In several cases, the similar sound characteristics of the differ-
or tempo selection were left to be indicated by the facilita- ent instruments appeared to cause difficulties for the players
tor. In general, we found that most of the audience mem- in identifying their pattern in the overall musical output. The
bers understood the interaction concept when given a short reason for choosing either mallet or pitched percussion-based
guidance by the facilitator. However, due to the rush of peo- sounds for all instruments was motivated by the fact that these
ple over long periods of the exhibition it was not possible to are well qualified to be transposed over a very wide pitch
provide guidance to all newly arrived players. While many range having a versatile sound characteristic: It ranges from
visitors were able to discover the relevant aspects of their in- drum-like sounds in low registers to bright, bell-like sounds
strument on their own, a number of audience members could in high registers. This design choice aimed to enable all play-
be observed having difficulties in understanding the interface. ers to modify their phrase without restrictions over a wide

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pitch range. But as a consequence, the instruments sounded Beside that, the high visitor turnout during the study seemed
quite similar when played in the same octave register. While to have a significant influence on how long the visitors stayed
this finding suggests that it may be better to use more diverse to play with the system: The video observations indicate that
sounds where each is restricted to a certain pitch range, this people are likely to leave their instrument if they become
would come at some cost, as it appeared that many players aware that another audience member is waiting in their di-
particularly enjoyed ‘moving’ their phrase over a wide oc- rect vicinity. It appears that in such a situation many audi-
tave range in a dynamic manner resulting in an immediate ence members feel an ‘obligation to leave’ in order to make
and salient acoustic feedback. room for other visitors. This is supported by the fact, that the
average dwell time of 3.3 min (294 logs) approximately cor-
Despite the fact that the interaction with the Polymetros ap- responds to the dwell time measured on the opening evening
peared to be attractive and very enjoyable for the exhibition of the pilot study, where the system was similarly highly fre-
audience, it has to be noted that collaborations involving ac- quented (3.8 min, 92 logs). On the two following days of
tive engagement between ‘instrumentalists’ could be rarely the pilot, which were much less well attended, the average
observed during the case study. By active engagement we re- dwell time increased to 6 min (72 logs). Along with the ob-
fer to a situation where players coordinate their actions in a servation that several visitors seemed to quit playing merely
systematic way in order to develop the musical outcome over because their companions were moving on, this suggests that
a certain period of time. However, we observed several at- in many cases the dwell time was determined by contextual
tempts between players who commented on their actions or
factors rather than the participants’ playing experience. This
discussed their playing activities across the table. In all these
is supported by the results presented earlier indicating no as-
cases the participants appeared to know each other being ei- sociation between the participants’ dwell time and how they
ther friends, couples or family members. rated their playing experience in the questionnaire.
Nevertheless, in most instances audience members who knew
each other collaborated by playing together on a single instru- REFLEXIONS
ment, rather than on multiple instruments. They were more In the following section we reflect on the results of the study
likely to explore Polymetros together by explaining the inter- in order to evaluate our design approach and assess implica-
face to their companion, co-editing a musical pattern or com- tions for facilitating collaborative musical experiences.
menting on each others’ actions. These observations correlate
to the findings of von Lehn, Heath and Hindmarsh [18] show- On a general level, the study indicated that the players’ ‘sense
ing that interactive exhibits are often examined by visitors in of control’ is an important feature of a collaborative musi-
interaction with their companions. Such co-participation on cal experience and relates to other important qualities such as
a shared instrument appeared to be a highly collaborative ac- the participants’ overall satisfaction with their playing expe-
tivity in itself. rience. Our approach to facilitate such a feeling of control
through enabling each player to contribute on a basic musical
But unlike in the pilot study, where several groups were ac- level drawn from Minimal Music appeared to be an appro-
tively ‘performing’ together, such attempts involving all play- priate strategy for an interactive collaborative music system.
ers could not be observed during the case study. Reviewing Avoiding the use of pre-produced audio, Polymetros demon-
the video material of the pilot showed that such actively co- strated that it is understandable and engaging for a diverse
ordinated collaborations mainly took place if audience mem- user group with different musical and technical abilities al-
bers who were already acquainted approached the Polymet- lowing all players to contribute individually to an overall mu-
ros system whilst it was not in use. In such cases it appears sical outcome. However, the observed difficulties of several
most likely that a group splits up to play on different instru- players in identifying the own contribution which was caused
ments, explores the system together and develops strategies by the similar sounding instruments, suggest opportunities for
to coordinate their actions via verbal and non-verbal commu- a re-design of the sonic properties. One possibility is to im-
nication. In addition, this approach seems to promote mutual plement more idiosyncratic sound characteristics for each in-
awareness and interest for the co-players’ actions. But due strument. On the other hand, such an approach has to be care-
to the high visitor turnout during the case study at the V&A, fully assessed taking into consideration that it might counter-
new players usually joined in an ongoing musical process in- act the players’ individual control over their contributions by
dividually rather than exploring the system together. Most of restricting the variability of their instruments’ sound charac-
all, not knowing the other players appeared to be the main teristics. However, an important feature of the system is that
barrier to actively engage with them in order to jointly co- the sound palette can easily be changed for different contexts,
ordinate the musical outcome. Although it could be noticed for example using drum, bass and synthesiser sounds ‘shifts’
that players were observing other participants’ actions or dis- Polymetros’s musical character into the realm of electronica
cussing their own playing with their companions or members and club music.
of the research team, they would not directly address their
unknown co-players. However, playing techniques such as In contrast to screen-based interactive exhibits, which have
muting one’s instrument rhythmically in relation to other pat- been criticised for excluding the surrounding audience from
terns, which could be observed several times during the study, understanding the interaction with the system by undermin-
showed an explicit awareness for other players’ contributions. ing “mutual and public visibility of conduct” [8], the physical
interface approach showed to be an appropriate design choice
for the multi-user scenario: Providing a highly visible repre-

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sentation of the interaction, the design demonstrated that it encouraged to compose and perform little musical pieces to-
succeeded in facilitating understandability for the surround- gether whilst manipulating features of the system to study the
ing audience while giving the participants visual access to influence of individual control. However, as the main interest
their co-players’ actions. Beside that, the physical and tactile of our research lies in the support of public musical creativity,
properties of the instruments enabled more than one person to we are aware that results from a controlled study have to be
use a single instance of the user interface simultaneously - an carefully balanced with the findings of our field research due
opportunity that is often entirely disregarded by screen-based to the significant contextual influences as observed in the pre-
interactives [9]. sented study. Besides, we are currently further analysing the
gathered interaction data in order to characterise the musical
As indicated by the observations, especially contextual influ- contributions created by the participants and investigate how
ences such as unfamiliarity with other players and the fact that these relate to their responses given in the questionnaire using
visitors mostly joined in individually rather than exploring the matched data set.
the system as a group appeared to restrict collaborations in-
volving active engagement between audience members. Re-
flecting on these findings made us aware that from a visitor’s SUMMARY
perspective ‘active collaboration’ might not be a necessarily In this paper we reported on the design and audience eval-
relevant or desirable aspect in the context of such a highly- uation of a collaborative interactive music system for broad
frequented, public setting. This corresponds to findings of audiences. We first gave a detailed description of the design
von Lehn et al. indicating that it rarely occurs that exhibits in rationale in relation to relevant literature with a particular fo-
galleries or museums are jointly explored by strangers, even cus on how to provide novices with opportunities for musical
if these are designed to facilitate co-participation or collab- control in collaborative contexts. The resulting design en-
oration [18]. However, it is interesting to note that, despite ables every player to create and control a repetitive musical
the limited degree of active engagements between different pattern inspired by minimalist composing techniques aiming
‘instrumentalists’ during the study, half of the respondents to support a clear identification of their playing in the col-
stated in the questionnaire that they felt either fairly (34.7%) laboratively created music. The case study emphasised the
or very much (16%) connected to the other players. This indi- importance of supporting each player’s sense of control and
cates that many audience members experienced their playing indicated that it relates to other qualities of the participants’
as a joint activity. playing experience such as feeling satisfied with the overall
interaction or feeling part of a creative process. In terms of
Nevertheless, based on our experiences from the pilot study design, the findings suggested improvements of the instru-
and informal evaluations we believe that active engagement ments’ sound characteristics to enhance their identifiability
among players has the potential to significantly deepen the in the overall musical outcome. We also explored an initial
playing experience for all participants. This raised our inter- strategy of facilitation in order to encourage active engage-
est in how we can more successfully facilitate collaborations ment among the players.
involving more active engagement while ‘reducing’ the ob-
served contextual influences. We explored an intuitive strat- The presented field study gave clear indications that the ways
egy of facilitation within the last hours of the exhibition, when the audience approached, explored and interacted with Poly-
Polymetros was less attended. Instead of solely providing an metros were significantly influenced by the context of the
initial guidance to each player individually, the facilitator in- public exhibition. While the observations are specific to the
vited all present players to explore the system together: First, case study reported in this paper, we believe that, at a more
group members were asked to ‘wipe’ the grids of their in- general level, they contribute to the understanding of audi-
struments in order to start a ‘new composition’ together. By ence interaction with collaborative interactive experiences in
giving instructions to the whole group the facilitator encour- public settings and are relevant to inform other designs that
aged the players to contribute one after another in a round- aim to facilitate collaborative public creativity.
based manner in order to successively build up the musical
outcome together. This approach appeared to support mutual ACKNOWLEDGMENTS
awareness among players by guiding their focus within the We would like to thank Nela Brown, Kareem Khazem, Sara
group. Moreover, it clearly illustrated ‘who is playing what’ Heitlinger, Richard Kelly, Colin Powell, Mark Plumbley and
and how the overall musical outcome emerges from the indi- Irini Papadimitriou.
vidual contributions of each participant. Thus, we suggest, it This work was kindly supported by the Centre for Digital Mu-
appeared to promote a deeper overall understanding for func- sic (C4DM), Queen Mary University of London and the EP-
tionality and collaborative possibilities of the system for both SRC funded DePIC project (EP/J017205/1), Benedikt Ben-
players and spectators. gler is funded by a PhD Studentship from Queen Mary Uni-
versity of London.
FUTURE WORK
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